Sentences with phrase «shooting mechanics all work»

The amazing part is, she played a previous Zelda game who's throwing and shooting mechanics work in an identical fashion.
I could mention that the shooting mechanics all work as they should, but the cover - based mechanics tend to get in the way.
The cover - based shooting mechanic worked well, but not being able to move at all other than popping from one cover spot to the next felt restrictive in the wake of Impulse Gear's liberating Farpoint.
The first - person shooting mechanics work quite well with the Wii's control scheme — as if you expected any different.
The first - person shooting mechanics work really well: easily manageable, responsive and accurate.

Not exact matches

His shooting mechanics don't seem to need much work, and his three - point range already extends to NBA territory.
Moving and shooting is utilized with standard twin - stick controls, and whilst this mechanic has been somewhat overused recently, Enter the Gungeon is one of the strongest examples of it — it just works.
The shooting mechanics and especially the how power - ups work make for solid gameplay, but what is really fun about Astro Attack is the multitude of unlockable themes that significantly change up the visuals.
Although perhaps a little outdated — most games will now allow you to move and shoot simultaneously — it's a mechanic that works well in the right context.
The cover mechanics work fairly well and the shooting is solid.
Games like Dishonored do show that the first person genre can do stealth when it tries, but having a workable and enjoyable sneaky option set within a balls - to - the - wall shooter is an achievement in my book, as usually it doesn't work as the shooting mechanics are too clumsy to accommodate any silence.
Deliberately simple, you are given four mechanics to work with: shoot, slash, dodge and parry.
Whilst gamers familiar to the series might remember the third - person adventures of the original PlayStation era though, this new release has been completely revamped — it's now an isometric adventure that utilises twin - stick shooting - like mechanics and a bigger focus on working as a squad.
Dual stick controls work very well with shooting mechanics but when you start adding a variety of melee approaches (from baseball bats, to chainsaws and lawnmowers) its flaws become very apparent.
I love the way the rhythm was worked into the mechanics of shooting.
«But I have worked on a few sci - fi games with shooting mechanics (most recently Double Fine's Headlander).
This is a great mechanic and it works really well without slowing down any of the action or causing you to stop as you figure out what to do — shoot, flash, teleport, explode — simple!
The stealth mechanic works very well, as does meleeing and shooting.
Standard shooting mechanics and the poor placement of The Brother's Drake chapter just take away from it being Naughty Dog's best work for me.
The shooting and cover system mechanics work well, allowing you to take advantage of the various objects that are spread across the world for cover.
The coming of age tale worked well, but it was the gameplay that set it apart, great climbing and exploration along tight shooting mechanics made this journey a thrill to play.
The perfect mechanical elements of the gameplay that are in place means enormous amount of work and time are required to tweak the mechanics for individuals player to provide them with unique, dribbling animations, running styles and shooting style without breaking the outstanding mechanics in place and being able to adapt to the other mechanics such as the collision engine.
The gameplay mechanics work in such a way that you use both the analog sticks to move and shoot with the trigger being the dodge roll aspect.
Incorporating the shooting mechanics that also define the Borderlands series must have been much more difficult for Telltale to work out — but they pulled it off.
As for Dixie Kong jumping off a barrel shot by a Kannon, that's how a boss based around the same mechanic could work in my opinion.
«Rockets was designed by me to just be fun to fly and swoop around, but Kim Voll put a lot of work into making sure there was a large depth of mechanics you can learn and iterate on, improve your abilities, discover new things your rocket can do and map those onto your consciousness But when you first pick it up: You understand that the arrow - shaped - rocket flies forward when flames shoot out the back, and what goes up must come down.
The character combat borrowed cinematic camera work from the «Devil May Cry» series while the shooting mechanic came from twin joystick arcade shooters such as Robotron and Smash TV.
So we started working on the idea of mixing and mashing the two concepts together, with the core of Uridium gameplay, the fast paced action, the turn - by -180-degrees mechanic and huge capital ships as an ideal base for a Star Fox like third person shoot»em up with a gameplay twist.
The mechanic works exactly like climbing synchronization points does in the Assassin's Creed series, even going to the extent that once activated the player is treated to a 360 - degree panning shot.
The virtual first person shooter controls work better than most FPS games on touchscreen devices, and the inclusion of an auto - aim button helps to simplify the twitchy shooting mechanic featured in all COD games.
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